Bug fixes, Scene changes and new features #376
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@ -1,3 +1,3 @@
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Name: Level1Scene
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Name: Level1
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ID: 96668835
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Type: 5
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File diff suppressed because it is too large
Load Diff
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@ -1,3 +1,3 @@
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Name: MainGame
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Name: Level2
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ID: 86098106
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Type: 5
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@ -51,7 +51,10 @@ public class Breakable : Script
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{
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isBreak = true;
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if (GameObject.GetScript<Item>())
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{
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GameManager.Instance.totalItemCount -= 1;
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GameManager.Instance.itemShatter = true;
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}
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}
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}
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protected override void onTriggerEnter(CollisionInfo info)
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@ -71,6 +74,7 @@ public class Breakable : Script
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gO.Parent = GameObject.Null;
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}
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GameManager.Instance.itemShatter = false;
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isBreak = false;
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AudioHandler.audioClipHandlers["SFXBreak"].Play();
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GameObject.SetActive(false);
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@ -28,13 +28,20 @@ public class PickAndThrow : Script
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public bool throwItem = false;
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private Vector3 prevTargetOffSet;
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public GameObject silhouettePlayer;
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public Renderable silhouettePlayerRend;
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public GameObject silhouetteBag;
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public Renderable silhouetteBagRend;
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[Tooltip("Lenght of ray")]
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public float rayDistance = 1;
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[Tooltip("Height of ray")]
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public float rayHeight = 0.1f;
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[Tooltip("FOV when you aim")]
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public float aimingFOV = 50;
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[Tooltip("Default FOV")]
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public float defaultFOV = 45;
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protected override void awake()
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@ -51,6 +58,16 @@ public class PickAndThrow : Script
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if(!tpc)
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Debug.LogError("TPC EMPTY");
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if(!silhouettePlayer)
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Debug.LogError("silhouettePlayer EMPTY");
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else
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silhouettePlayerRend = silhouettePlayer.GetComponent<Renderable>();
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if (!silhouetteBag)
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Debug.LogError("silhouetteBag EMPTY");
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else
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silhouetteBagRend = silhouettePlayer.GetComponent<Renderable>();
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AudioHandler.audioClipHandlers["SFXThrow"] = Audio.CreateAudioClip("event:/Raccoon/raccoon_throw");
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timer = delayTimer;
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@ -62,6 +79,18 @@ public class PickAndThrow : Script
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return;
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}
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if (silhouettePlayerRend && silhouetteBagRend)
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{
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//wait for daniel
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//0.00075f;
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/* Vector3 dis = Camera.GetMainCamera().Position - GameObject.GetComponent<Transform>().LocalPosition;
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float disSqr = dis.GetSqrMagnitude();
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Debug.Log($"DIS :{disSqr}");
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float ratio = System.Math.Clamp(1 - (disSqr / (1 + disSqr)), 0, 1.0f);
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silhouettePlayerRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);
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silhouetteBagRend.Material.SetProperty<float>("data.offset", ratio * 0.00075f);*/
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}
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if (timer <= delayTimer)
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timer += Time.DeltaTimeF;
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@ -41,6 +41,28 @@ public class GameManager : Script
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public bool GamePause { get; set; }
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public bool itemShatter { get; set; }
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protected override void awake()
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{
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if (Instance != null && Instance != this)
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RemoveScript<GameManager>();
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else
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Instance = this;
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totalItemCount = 0;
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Score = 0;
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currGameState = GameState.START;
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itemScored = false;
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currMultiplierCombo = 1;
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currMultiplierDuration = 0;
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fontScalar = new Vector3(multiplierFont / maxMultiplierDuration, multiplierFont / maxMultiplierDuration , multiplierFont / maxMultiplierDuration);
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itemShatter = false;
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AudioHandler.audioClipHandlers["BGMWin"] = Audio.CreateAudioClip("event:/Music/stingers/game_win");
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AudioHandler.audioClipHandlers["BGMLose"] = Audio.CreateAudioClip("event:/Music/stingers/game_lose");
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}
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protected override void start()
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{
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@ -57,31 +79,6 @@ public class GameManager : Script
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AudioHandler.audioClipHandlers["SFXHumming"].Play();
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}
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protected override void awake()
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{
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if (Instance != null && Instance != this)
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RemoveScript<GameManager>();
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else
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Instance = this;
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//AudioHandler.audioClipHandlers["BGMAdaptive"].SetParameter("Detected", 0.0f);
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//Audio.PlayBGMOnce2D("event:/Music/player_undetected");
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//Audio.PlayBGMOnce2D("event:/Ambience/roomtone_kitchen");
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totalItemCount = 0;
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Score = 0;
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currGameState = GameState.START;
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itemScored = false;
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currMultiplierCombo = 1;
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currMultiplierDuration = 0;
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fontScalar = new Vector3(multiplierFont / maxMultiplierDuration, multiplierFont / maxMultiplierDuration , multiplierFont / maxMultiplierDuration);
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AudioHandler.audioClipHandlers["BGMWin"] = Audio.CreateAudioClip("event:/Music/stingers/game_win");
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AudioHandler.audioClipHandlers["BGMLose"] = Audio.CreateAudioClip("event:/Music/stingers/game_lose");
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}
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protected override void update()
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{
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if (GamePause)
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@ -116,24 +113,20 @@ public class GameManager : Script
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multiplierText.GetComponent<Transform>().LocalScale = Vector3.Zero;
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}
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if ((timer > 0 && totalItemCount <= 0) || Input.GetKeyDown(Input.KeyCode.F1))
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if ((timer > 0 && totalItemCount <= 0 && !itemShatter) || Input.GetKeyDown(Input.KeyCode.F1))
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{
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currGameState = GameState.WIN;
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//Audio.StopAllSounds(); //Calling this outright breaks audio clip handlers
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AudioHandler.stopAllSounds(false);
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AudioHandler.audioClipHandlers["BGMWin"].Play();
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SceneManager.ChangeScene(winScene);
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//Audio.PlaySFXOnce2D("event:/Music/stingers/game_win");
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}
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else if(timer < 0 || Input.GetKeyDown(Input.KeyCode.F2))
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{
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currGameState = GameState.LOSE;
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//Audio.StopAllSounds();
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AudioHandler.stopAllSounds(false);
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AudioHandler.audioClipHandlers["BGMLose"].Play();
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SceneManager.ChangeScene(loseScene);
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//Audio.PlaySFXOnce2D("event:/Music/stingers/game_lose");
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}
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}
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@ -6,6 +6,7 @@
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struct MatPropData
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{
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vec4 color;
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float offset;
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};
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struct GenericData
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|
@ -56,7 +57,7 @@ layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput de
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void main()
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{
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// Sample depth buffer using UV and save it
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float currentDepth = subpassLoad (depthBuffer).r;
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float currentDepth = subpassLoad (depthBuffer).r + MatProp.data[In2.materialIndex].offset;
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// Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment.
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if (currentDepth > gl_FragCoord.z)
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